12. What is Haptics?
- is the science of
applying touch (tactile)
sensation and control to
interactionwith
computer applications
13. HAPTICS TECHNOLOGY
• is a feedback technology
(using computer applications)
that takes advantage of the
user’s sense of touch by
applying force, vibrations
and/or motions to the user
16. What is a Context?
- background,
environment, situation
17. CONTEXTUAL AWARENESS
- by combining ‘hard sensor’
information such as where you
are and the conditions around
you, combined with ‘soft sensors’
such as your calendar, your social
network and past preferences -
future devices will constantly
learn about who you are and how
you live, work and play
18. Example:
Imagine your PC advising
you to leave home 15
minutes early or take a
different route to avoid a
traffic jam on your way
to work.
19. Example:
Consider a “context aware”
remote control that
instantly determines who is
holding it and automatically
selects the Smart TV
preferences for that person
22. VOICE AND TONE RECOGNITION
- Not only can voice and tone
recognition be used to confirm
a person’s identity but tone
recognition can be used to
detect a person’s health or
emotional state.
24. Intelligent Routing
Devices
- This future technology will be
useful to, for example, local
councils. While on the move,
staff will be able to provide the
precise description and
location of a street-based issue
25. Mobile devices that can take
photos and have GPS
(global positioning system)
support. Intelligent routing will
then alert the responsible team
to action.
32. Eye Tracking Technology
- measures eye positions
and movements which are
analyzed through computer
applications
33. Eye Tracking Technology
Could have many possible application
including:
- Law enforcement (lie detection)
- Airport Security
-Retail
- Safety
- Health Care
- Human-Computer Interaction
36. Internet Glasses
- Technology that can display
images directly onto our retinas
while not blocking our sight is
being developed. This
technology can be used in
eyeglasses and have uses
ranging from e-Gaming to
military defense
37. Examples:
• Receiving turn by turn directions
as you walk toward your destination
• Viewing virtual recipes while
cooking without losing your rhythm
• Walking down the street, seeing
one of your friends show up "on
screen" 2 blocks and 1 cafe away
38. Examples:
• Seeing building schematics and
locations of others (especially
useful for security or fire
fighters)
• Giving a speech while
information is streamed to your
eyeglasses in real time
40. Wearable Technology
- are smart electronic devices
(electronic device with
microcontrollers) that can be
worn on the body as implant or
accessories
43. 3D Environment
- are often referred to as virtual
reality or interactive 3D and
have a figurative appearance
Examples:
- 3D Printer - 3D Film
- Holograms - etc.
45. Ubiquitous Learning
- is often simply defined as
learning anywhere, anytime
and is therefore closely
associated with mobile
technologies
46. Key Characteristics of
Ubiquitous Learning:
(Chen et al., 2002;
Curtis et al., 2002)
1. Permanency - Learning
materials are always
available unless purposely
deleted.
47. 2. Accessibility - Access from
everywhere as personally
required.
3. Immediacy - Wherever a
student is, he/she can
immediately access learning
materials.
48. 4. Interactivity - Online
collaboration with teachers
and / or peers (chat / blogs /
forums)
5. Situated instructional
Activities - Learning in
context (on-site).
49. 6. Adaptability - Getting
the right information at
the right place for the
right student.